ScaleManager#aspectRatio
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] aspectRatio : number The aspect ratio of the scaled Display canvas.

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ScaleManager#stopFullScreen()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

stopFullScreen() → {boolean} Stops / exits fullscreen mode, if active. Returns

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ScaleManager#onOrientationChange
  • References/Game Development/Phaser/Game Scaling/ScaleManager

onOrientationChange : Phaser.Signal This signal is

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ScaleManager#setMinMax()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

setMinMax(minWidth, minHeight, maxWidth, maxHeight) Set the min and max

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ScaleManager#isGamePortrait
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] isGamePortrait : boolean Returns true if the game dimensions are portrait (height

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ScaleManager#width
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] width : number Target width (in pixels) of the Display canvas.

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ScaleManager#fullScreenTarget
  • References/Game Development/Phaser/Game Scaling/ScaleManager

fullScreenTarget :DOMElement If specified, this is the DOM element on which the Fullscreen API enter request will be invoked.

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ScaleManager#isFullScreen
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] isFullScreen : boolean Returns true if the browser is in fullscreen mode, otherwise

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ScaleManager#setUserScale()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

setUserScale(hScale, vScale, hTrim, vTrim) Set a User scaling factor used

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ScaleManager#onSizeChange
  • References/Game Development/Phaser/Game Scaling/ScaleManager

onSizeChange : Phaser.Signal This signal is dispatched

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